Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
it still not working...
Man i fell weard today!
than find a wall i can mark than replace.
Also the button gives plenty of time, the people who are doing it too slow must be giving instructions to a blindfolded person
good job on this
i think you might have misunderstood SpielSatzFail's critique.
he isnt saying the glass breaking was bad or asking you to add more buttons; i think he just wishes the cube had a use in addition to breaking the glass instead of solely existing just to break the glass.
a rephrase: "i liked the way the cube broke the glass, but i wish i could use the cube in the puzzle too"
my personal suggestion how you could satisfy the criticism in a simple way if you wanted; though obviously not saying you have to, is to have the button that normally dispenses the cube, instead cause an explosive malfunction with the dropper that ends up breaking the glass somehow instead of dispensing the cube. have the dropper sparking and stuff after that so players know its broken and wont be utilized for the puzzle any further.
TL;DR If i want to use a more creative and interesting use of elements for MY map i will do that.